The Golden Gore
Composition
Eyes Unblinded kill team consists of 10 operatives selected from the following list:
CUSTODIAN GUARD LEADER (counts as three selections) operative equipped with one of the following options:
Guardian spear
CUSTODIAN GUARD (counts as two selections) operatives each separately equipped with one of the following options:
- Guardian spear
- Sentinel blade
- Storm Shield
- Two Relic Power Fists (Blooddawn & Daybreak)
CUSTODIAN SWORD CHAMPION (counts as three selections) operatives each separately equipped with one of the following options:
- Vaultsword
- Great Chainsword (Daemon Feller)
SISTER OF SILENCE SUPERIOR operative equipped with one of the following options:
- Boltgun; gun butt
- Flamer; gun butt
- Executioner greatblade
SISTER OF SILENCE WITCHSEEKER
SISTER OF SILENCE VIGILATOR
VINDICARE ASSASSIN
Your kill team can only include up to one CUSTODIAN GUARD LEADER up to one CUSTODIAN SWORD CHAMPION, and up to one SISTER OF SILENCE SUPERIOR
Common Abilities and Options
Elite Perfection:
Once per Turning Point, during the Firefight phase, all friendly operatives may reroll one attack die on their first combat or shooting action.
Heart Of The Emperor:
Once per Turning Point, during the Firefight phase, all friendly operatives may reroll one attack die on their first combat or shooting action.
Storm Shield:
If this operative is equipped with a Storm Shield, it ignores the Piercing weapon rule.
Unyielding Paragon:
Once per Turning Point, a friendly operative of ADEPTUS CUSTODES can ignore the first 3 damage they would take each Turning Point.
(This does not apply to mortal wounds and cannot reduce damage below 1.)
In addition, ADEPTUS CUSTODES operatives have (Invulnerability 4+) – may use this instead of normal saves; ignores AP
Inhuman Speed (1AP):
Perform a free Fall Back action. This operative can perform this action in the same activation in which it performed a Reposition or Charge action.
Stealthy:
Counts as in cover even when in open ground unless engaged in melee.
The Vindicare Doctrine:
FAULTLESS AIM (2 AP)
Once per battle. Select one enemy operative with a Conceal order, is visible to this operative. Until the end of the turning point, this operative treats that enemy operative as if it has an Engage order.
- This operative cannot perform this action while within control range of an enemy operative or if it performed DEAD AIM DISCIPLINE action during the same turning point.
DEAD AIM DISCIPLINE (2 AP) Once per turning point you may select an enemy operative, it gains a Dead Aim Token, and on a subsequent activation of the VINDICARE ASSASSIN place another Dead Aim Token on the map in a place it can see.
If the operative with the Dead Aim Token moves within 2" of the other Token, the VINDICARE ASSASSIN operative may immediately Shoot it
- Roll 1 attack die (target rolls none)
- Remove the marker if the target is incapacitated.
- Cannot be used while within enemy control range or after performing Faultless Aim this Turning Point.
Psychic Abomination:
While an operative is within 6" of an ANATHEMA PSYKANA operative, it cannot perform psychic actions. SISTER OF SILENCE operatives cannot be targeted or affected by psychic actions.
Blessed Frenzy:
When reduced to 0 Wounds, immediately make one free Fight action before being removed.
Custodian Shield Captian
A 3
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear | |||
| Melee (Lethal 5+) | 5 | 3+ | 4/6 |
| Ranged (18") | 4 | 3+ | 3/4 |
| Sentinel Blade (Lethal 5+) | 5 | 3+ | 4/6 |
| Storm Shield |
Abilities
Elite PerfectionHeart Of The EmperorInviolate WillStoic SentinelStorm ShieldUnyielding ParagonCustodian Guard
A 3
M 6"
S 3+
W 17
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Guardian Spear | |||
| Melee (Lethal 5+) | 5 | 3+ | 4/6 |
| Ranged (18") | 4 | 3+ | 3/4 |
| Sentinel Blade (Lethal 5+) | 5 | 3+ | 4/6 |
| Blooddawn & Daybreak (Brutal, Ceaseless) | 5 | 3+ | 4/5 |
| Storm Shield |
Abilities
Divine BarrageElite PerfectionHammer of the ThroneHeart Of The EmperorStorm ShieldUnyielding ParagonCustodian Sword Champion
A 3
M 6"
S 3+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Daemon Feller (Rending, Devastating 1, Heavy) | 6 | 5+ | 5/7 |
| Vaultsword (Balanced, Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
2AP: Behead The HeriticalHeart Of The EmperorMaster Of The BladeUnyielding ParagonEye Of The Emperor
A 3
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Exitus Rifle | |||
| Ranged Blast (Heavy, Silent, Devastating 2, 24") | 3 | 2+ | 5/6 |
| Gun Butt | 4 | 3+ | 2/3 |
| Chainsword (Rending) | 4 | 3+ | 4/5 |
Abilities
Heart Of The Emperor1AP: Inhuman SpeedStealthyThe Vindicare DoctrineSister Of Silence Superior
A 2
M 6"
S 3+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power Sword (Balanced) | 3 | 3+ | 4/5 |
| Bolter Pistol | |||
| Ranged (6") | 3 | 3+ | 3/4 |
| Gun Butt | 4 | 3+ | 2/3 |
Abilities
Act of Faith1AP: Adaptive TrainingHeart Of The EmperorPsychic AbominationSister Of Silence Vigilator
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Executioner Greatblade (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Blessed FrenzyHeart Of The EmperorPsychic AbominationSister Of Silence Witchhunter
A 2
M 6"
S 3+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flamer (Rng 6", Torrent 2", Saturate) | 5 | 2+ | 2/2 |
| Gun Butt | 4 | 3+ | 2/3 |
Abilities
Blessed FrenzyHeart Of The EmperorPsychic AbominationVindicare Assassin
A 2
M 7"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Exitus Rifle | |||
| Ranged Blast (Heavy, Silent, Devastating 2, 24") | 3 | 2+ | 5/6 |
| Gun Butt | 4 | 3+ | 2/3 |
| Chainsword (Rending) | 4 | 3+ | 4/5 |
Abilities
Heart Of The Emperor1AP: Inhuman SpeedStealthyThe Vindicare DoctrineUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Death From Afar
Use this firefight ploy when an Vindicare Assassin operative is shooting a hostile operative : Gain +1 Attack or pick highest of 2D6 for one shot
Firefight: Interlocked Warriors
Use this Firefight Ploy when a ready friendly GOLDEN GORE operative is activated:
- If that operative is an ANATHEMA PSYKANA operative, select one ready friendly ADEPTUS CUSTODES operative Visible to and within 3" of it.
- If that operative is an ADEPTUS CUSTODES operative, select one ready friendly ANATHEMA PSYKANA operative Visible to and within 3" of it
Both operatives are activated at the same time and you can perform their actions in any order.
Firefight: Arcane Genetic Alchemy
Use this firefight ploy when an operative is shooting a friendly GOLDEN GORE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight: Opportunistic Wrath
Use this firefight ploy when you would counteract. You can do so with one friendly GOLDEN GORE operative that has a Conceal order, but you must change its order to Engage and it cannot perform any actions other than Charge, Shoot or Fight during that
Strategy Ploys
Strategy: Stoic Defense
Guard action grants +1 DF this Turning Point.
Strategy: Act of Faith
Reroll one attack or defence die for herself or a nearby Sister within 3".
Strategy: Golden Rage
ADEPTUS CUSTODES operatives inject a tonic mixed from the Emperor's blood and traces of Khorne blessed lava to enter a state of berserking rage.
Once per mission, for the rest of this Turning Point, whenever an ADEPTUS CUSTODEES operator takes the fight action, it may take another right after, and whenever they take damage, they reduce the damage by 1 and receive a "Golden Persitance Token" however they suffer -2 DF. At the start of the next Turning Point, all Golden Persitance Tokens are removed from the board and each ADEPTUS CUSTODEES operator takes mortal wounds equal to the number of "Golden Persitance Tokens" where removed from them.
Strategy: Protector and Defender
Each time a friendly ADEPTUS CUSTODEES operator takes a wound this Turning Order, they regain 1 wound. If they take at least 2 wounds this Turning Order, they deal an additional +1 damage on their next successful attack.
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.
Equipment
Ploys
Firefight - Death From Afar:
Use this firefight ploy when an Vindicare Assassin operative is shooting a hostile operative : Gain +1 Attack or pick highest of 2D6 for one shot
Firefight - Interlocked Warriors:
Use this Firefight Ploy when a ready friendly GOLDEN GORE operative is activated:
- If that operative is an ANATHEMA PSYKANA operative, select one ready friendly ADEPTUS CUSTODES operative Visible to and within 3" of it.
- If that operative is an ADEPTUS CUSTODES operative, select one ready friendly ANATHEMA PSYKANA operative Visible to and within 3" of it
Both operatives are activated at the same time and you can perform their actions in any order.
Firefight - Arcane Genetic Alchemy:
Use this firefight ploy when an operative is shooting a friendly GOLDEN GORE operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.
Firefight - Opportunistic Wrath:
Use this firefight ploy when you would counteract. You can do so with one friendly GOLDEN GORE operative that has a Conceal order, but you must change its order to Engage and it cannot perform any actions other than Charge, Shoot or Fight during that
Strategic - Stoic Defense:
Guard action grants +1 DF this Turning Point.
Strategic - Act of Faith:
Reroll one attack or defence die for herself or a nearby Sister within 3".
Strategic - Golden Rage:
ADEPTUS CUSTODES operatives inject a tonic mixed from the Emperor's blood and traces of Khorne blessed lava to enter a state of berserking rage.
Once per mission, for the rest of this Turning Point, whenever an ADEPTUS CUSTODEES operator takes the fight action, it may take another right after, and whenever they take damage, they reduce the damage by 1 and receive a "Golden Persitance Token" however they suffer -2 DF. At the start of the next Turning Point, all Golden Persitance Tokens are removed from the board and each ADEPTUS CUSTODEES operator takes mortal wounds equal to the number of "Golden Persitance Tokens" where removed from them.
Strategic - Protector and Defender:
Each time a friendly ADEPTUS CUSTODEES operator takes a wound this Turning Order, they regain 1 wound. If they take at least 2 wounds this Turning Order, they deal an additional +1 damage on their next successful attack.
TacOps
Seek And Destroy: Sweep & Clear
Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Seek And Destroy: Dominate
Reveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Seek And Destroy: Rout
Reveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Plant Banner
Reveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Security: Martyrs
Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Security: Envoy
Reveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.